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Lovestruck Lamplighter

Medium Construct, Neutral


Armor Class 13 (natural armor)

Hit Points 22 (4d8+4)

Speed 20 ft.

STR 14 (+2)
DEX 8 (-1)
CON 12 (+1)
INT 6 (-2)
WIS 10 (+0)
CHA 12 (+1)

Skills Perception +2

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common

Challenge 1/2 (100 XP) Proficiency Bonus +2


The Face in the Lamplight. When the lamplighter first sees a humanoid, it mistakes that creature for its lost beloved, whom it calls Moth. The lamplighter is friendly toward that creature, refuses to willingly target it, and follows its commands if they do not directly harm the lamplighter. This affection ends if Moth attacks the lamplighter, leaves its sight for 1 minute, or clearly declares that it is not Moth. The lamplighter can have only one Moth at a time.
No Flame but Mine. The lamplighter instinctively attacks any creature other than Moth that comes within 5 feet of it. It has advantage on saving throws against effects that would extinguish its flame or move it against its will.

Actions

Lamp-Post Swing. Melee weapon Attack: +4 to hit, reach 5 ft., one target other than Moth. Hit: 6 (1d8+2) bludgeoning damage, plus 2 (1d4) fire damage. The lamplighter swings its iron post, its burning glass housing showering the target with sparks.
Mothflame. Ranged weapon Attack: +4 to hit, range 30/60 ft., one creature other than Moth. Hit: 5 (1d6+2) fire damage. A fluttering orange flame shaped like a moth streaks from the lantern.
Burning Welcome. Each creature within 5 feet of the lamplighter, other than Moth, must make a DC 11 Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The lamplighter's flame briefly flares blue-white, and nearby moths drop smoking from the air.

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"Don't come closer, darling. They frighten the light." โ€” the Lovestruck Lamplighter of Candlehook Lane

Lore & Description

Appearance

This animated street lamp stands on a bent iron post, its base dragging awkwardly across the stones. A cracked glass globe crowns it like a glowing head, filled with a wavering amber flame and dozens of pale moth wings. Soot streaks its green-black metal, while a rusted brass plaque bears the faded inscription: MOTH, WAIT FOR ME. When agitated, its flame turns white at the center and spills through the cracks in its glass like furious eyes.

Behavior & Origins

Years ago, a lamplighter named Orven tended this particular street lamp and watched a silver moth return to its flame every night. He named her Moth and spoke to her during his lonely rounds. After Orven vanished in the Ashmarket fire, the lamp awakened, convinced that the moth's spirit had entered the first person whose silhouette resembled her. It now haunts Candlehook Lane, protecting its chosen Moth while burning beggars, cats, guards, and adventurers who come too near. The lamplighter secretly wants someone to find Orven's lost brass lighter, which lies beneath the burned remains of the Ashmarket watchhouse.

Running Lovestruck Lamplighter

Tactics

The lamplighter opens with Mothflame against the nearest creature that is not its chosen Moth, then uses Burning Welcome whenever several enemies crowd it. It positions itself between Moth and danger, swinging its post at anyone who approaches. When reduced to 8 hit points or fewer, it becomes frantic, calls for Moth to flee, and fights until destroyed unless Moth commands it to stop.

DM Tips

  • Telegraph the encounter with a trail of charred footprints, scorched moth wings, and burned objects arranged around a single intact street lamp.
  • Choose a party member as Moth based on a shared color, silhouette, voice, or trinket, and have the creature use tender but unsettling phrases such as 'You came back' and 'Stay beneath my light.'
  • Allow clever characters to calm it by presenting a moth-shaped token, mentioning Orven, or promising to recover the brass lighter; doing so can end the fight without defeating it.
  • For a weaker party, reduce the Burning Welcome damage to 1d4; for a stronger party, give the lamplighter 5 temporary hit points whenever Moth willingly stands within 5 feet of it.

Loot

  • Orven's Brass Lighter — A soot-blackened lighter engraved with the initials O.V., found beneath the Ashmarket watchhouse. Returning it to the lamplighter causes its flame to burn calmly for one night.
  • Silver Moth Wing — A delicate, fireproof wing sealed inside the lantern glass. It glows faintly near open flame and can serve as a token proving the bearer has heard the lamplighter's story.

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Generation Info

Original prompt:
"CR 1/2: A street lamp that fell in love with a moth and burns anything else that comes close. It mistakes one party member for someone it once loved."

Created: Sep 27, 2026
Modified: Oct 26, 2026

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